Combat
Mettle Reactions
All Mettle-spent actions. Mettle = (SAVVY + GRIT) ÷ 2, rounded up. Refreshes at session start; partial refresh on Critical and at Long Rest.
| Action | Cost | Effect | Timing |
|---|---|---|---|
| Dive | 1 | Use Take Cover outside your turn. | Against one ranged attack, before rolling. |
| Dodge | 1 | Add your QUICK rank to your Defense. | Against one melee attack, before rolling. |
| Parry | 1 | Add your Melee Skill rank to your Defense. | Against one melee attack, before rolling. |
| Intercept | 1 | Take a hit meant for an adjacent ally. | When the ally is hit, before damage. |
| Steel | 1 | Reroll a failed Willpower or Fear check. | Immediately after failing. |
| Push | 1 | Reroll one die in your pool. Must keep the second result. | After rolling. |
| Desperation | 2 | Enable exploding 8s for this roll (with Cursed Die risk). | Before rolling. |
Mettle is the system’s answer to “the dice don’t always have to win.” Without Mettle, a bad streak is a death sentence. With Mettle, a clever player can buy their way out of three bad rolls a session.